Sillius_Maximus Posted March 30, 2020 Posted March 30, 2020 Remember Namiras ring quest? Goal: At the end, when you complete it (favorable option) you receive namiras ring. I want you to receive another item as well from a mod I'm working on at the same time... So what I did is I went to : 1) Creationkit----> Load mod ----> Object window ----> Quest ----> Daedric ----> DA11, Taste of Death. 2) I opened that quest, and went to stage 70. This is the stage where you get the ring. I found: ;Player gets the ring Game.GetPlayer().AddItem(pRingofNamira, 1) I added: Game.GetPlayer().AddItem(p0001classifiedobject, 1) Then, - in same script - I found: Armor Property pRingofNamira Auto I added: Weapon Property p0001classifiedobject Auto 3) I hit compile. It does compile successfully in creation kit. Now, when I start that entire quest - fresh- and complete it, I still get the ring, but I do not get the classifiedobject. The object itself shows up fine using console commands, or the vendor, but NOT as a quest reward. I guess my question is.... what else do i need to add, and WHERE? When i first created the .esp in tessedit- should it be a master instead? I added the quest line to my mod, as overwrite with overwriting I added properties in tesseidt- just identical to how I saw namira`s ring. I attatched my edited script as well, again- afaik "exactly the same" as how vanilla looks to be done. Yet still, when i complete the quest... I still get the ring, but not <classified?> --- Any idea what I might be missing? Yes- this is in regards to a recent mod i posted. The full script looks like this: warning, long, highlights added for ease: 3 Spoiler ; I disobeyed, see line appox 360-364, item p0001caidaoNormal ; and its corresponding appearence in lines ~ 462-464 ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 56 Scriptname QF_DA11_0002C358 Extends Quest Hidden ;BEGIN ALIAS PROPERTY DraugrBoss ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_DraugrBoss Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY VoiceofNamira ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_VoiceofNamira Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY NamiraShrineRoomTrigger ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_NamiraShrineRoomTrigger Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY ReachcliffCave ;ALIAS PROPERTY TYPE LocationAlias LocationAlias Property Alias_ReachcliffCave Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Hogni ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Hogni Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Glooredhel ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Glooredhel Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY HalloftheDead ;ALIAS PROPERTY TYPE LocationAlias LocationAlias Property Alias_HalloftheDead Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY SecretExit ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_SecretExit Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY ReachcliffEntrance ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_ReachcliffEntrance Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Banning ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Banning Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY HalloftheDeadCenterMarker ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_HalloftheDeadCenterMarker Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY ShrineofNamira ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_ShrineofNamira Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY ReachcliffCaveCenter ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_ReachcliffCaveCenter Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Cultist01 ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Cultist01 Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY BrotherVerulus ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_BrotherVerulus Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Lisbet ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Lisbet Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY MarkarthDoor ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_MarkarthDoor Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY Cultist02 ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_Cultist02 Auto ;END ALIAS PROPERTY ;BEGIN ALIAS PROPERTY ShrineDoor ;ALIAS PROPERTY TYPE ReferenceAlias ReferenceAlias Property Alias_ShrineDoor Auto ;END ALIAS PROPERTY ;BEGIN FRAGMENT Fragment_45 Function Fragment_45() ;BEGIN CODE ;Player is asked to kill Verulus SetObjectiveCompleted(40, 1) SetObjectiveDisplayed(50, 1) ;Verulus is no longer essential pVerulusActorBase.SetEssential(false) pVerulusActorBase.SetProtected(True) Alias_BrotherVerulus.GetActorRef().SetRestrained(True) Alias_BrotherVerulus.GetActorRef().SetAV("Health", 1) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_40 Function Fragment_40() ;BEGIN CODE ;Glooredhel will follow the player in Reachcliff Alias_Glooredhel.GetActorRef().SetPlayerTeammate(abCanDoFavor = false) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_54 Function Fragment_54() ;BEGIN CODE ;Cannibals attack Actor VerulusREF = Alias_BrotherVerulus.GetActorRef() Actor HogniREF = Alias_Hogni.GetActorRef() Actor LisbetREF = Alias_Lisbet.GetActorRef() Actor BanningREF = Alias_Banning.GetActorRef() Actor Cultist01REF = Alias_Cultist01.GetActorRef() Actor Cultist02Ref = Alias_Cultist02.GetActorRef() Game.GetPlayer().RemoveFromFaction(pGlooredhelAllyFaction) Game.GetPlayer().AddtoFaction(DA11CannibalAttackFaction) VerulusREF.AddtoFaction(DA11CannibalAttackFaction) VerulusREF.SetRestrained(False) VerulusREF.SetAV("Health", 50) HogniREF.AddToFaction(pAttackPlayerFaction) HogniREF.SetAv("Aggression", 2) HogniREF.SetAv("Confidence", 4) LisbetREF.AddToFaction(pAttackPlayerFaction) LisbetREF.SetAv("Aggression", 2) LisbetREF.SetAv("Confidence", 4) BanningREF.AddToFaction(pAttackPlayerFaction) BanningREF.SetAv("Aggression", 2) BanningREF.SetAv("Confidence", 4) Cultist01REF.AddToFaction(pAttackPlayerFaction) Cultist01REF.SetAv("Aggression", 2) Cultist01REF.SetAv("Confidence", 4) Cultist02REF.AddToFaction(pAttackPlayerFaction) Cultist02REF.SetAv("Aggression", 2) Cultist02REF.SetAv("Confidence", 4) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_42 Function Fragment_42() ;BEGIN CODE ;Verulus dies outside the shrine room Alias_Glooredhel.GetActorRef().SetRelationshipRank(Game.GetPlayer(), -2) pDA11FIN.Start() Stop() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_38 Function Fragment_38() ;BEGIN CODE ;Glooredhel is dead, quest fails FailAllObjectives() ;Verulus gets up Alias_BrotherVerulus.GetActorRef().SetRestrained(0) Alias_BrotherVerulus.GetActorRef().BlockActivation(False) Alias_BrotherVerulus.GetActorRef().StopCombatAlarm() pDA11FIN.Start() Stop() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_41 Function Fragment_41() ;BEGIN CODE SetObjectiveCompleted(15, 1) SetObjectiveCompleted(20, 1) SetObjectiveDisplayed(30, 1) ;Glooredhel moves to the shrine room Alias_Glooredhel.GetActorRef().EvaluatePackage() ;Give player some gold game.GetPlayer().AddItem(Gold, 100) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_39 Function Fragment_39() ;BEGIN CODE If GetStageDone(17) == 0 SetObjectiveCompleted(10, 1) SetObjectiveDisplayed(20, 1) EndIf ;Glooredhel forcegreets the player Alias_Glooredhel.GetActorRef().EvaluatePackage() Alias_Glooredhel.GetActorRef().SetPlayerTeammate(0) ;setup the cave dunReachcliffSecExitDoor.Activate(Game.GetPlayer()) dunReachcliffExitMarker.Disable() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_15 Function Fragment_15() ;BEGIN CODE ;Player attack Eola in the Hall of the dead Actor EolaRef = Alias_Glooredhel.GetActorRef() EolaRef.AddToFaction(pAttackPlayerFaction) EolaRef.StartCombat(Game.GetPlayer()) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_47 Function Fragment_47() ;BEGIN CODE ;Verulus stops following the player Alias_BrotherVerulus.GetActorRef().SetPlayerTeammate(0) ;Play Verulus and Glooredhel scene pVerulusGlooredhelScene.Start() ;Only allow Verulus's OnActivate script Alias_BrotherVerulus.GetActorRef().BlockActivation() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_37 Function Fragment_37() ;BEGIN CODE ;Glooredhel forcegreets the player Alias_Glooredhel.GetActorRef().EvaluatePackage() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_43 Function Fragment_43() ;BEGIN CODE SetObjectiveCompleted(30, 1) SetObjectiveDisplayed(40, 1) ;Verulus now follows the player Alias_BrotherVerulus.GetActorRef().EvaluatePackage() Alias_BrotherVerulus.GetActorRef().SetPlayerTeammate() Game.GetPlayer().AddtoFaction(pVerulusAllyFaction) ;Setup the feast hall pReachcliffPreQuestMarker.Disable() pReachcliffNormalMarker.Disable() dunReachcliffDA11.Enable() Actor HogniREF = Alias_Hogni.GetActorRef() Actor LisbetREF = Alias_Lisbet.GetActorRef() Actor BanningREF = Alias_Banning.GetActorRef() If HogniREF.IsDead() == False HogniREF.MoveTo(FeastHallMarker) HogniREF.SetCrimeFaction(DA11CannibalFaction) HogniREF.RemoveFromFaction(CrimeFactionReach) EndIf If LisbetREF.IsDead() == False LisbetREF.MoveTo(FeastHallMarker) LisbetREF.SetCrimeFaction(DA11CannibalFaction) LisbetREF.RemoveFromFaction(CrimeFactionReach) EndIf If BanningREF.IsDead() == False BanningREF.MoveTo(FeastHallMarker) BanningREF.SetCrimeFaction(DA11CannibalFaction) BanningREF.RemoveFromFaction(CrimeFactionReach) EndIf Alias_Cultist01.GetActorRef().Enable() Alias_Cultist02.GetActorRef().Enable() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_55 Function Fragment_55() ;BEGIN CODE ;Move everyone back if they're alive and shut everything down Actor HogniREF = Alias_Hogni.GetActorRef() Actor LisbetREF = Alias_Lisbet.GetActorRef() Actor BanningREF = Alias_Banning.GetActorRef() If HogniREF.IsDead() == False HogniREF .MoveTo(CenterMarkarthMarker) HogniREF.AddtoFaction(CrimeFactionReach) HogniREF.RemoveFromFaction(DA11CannibalFaction) HogniREF.SetCrimeFaction(CrimeFactionReach) EndIf If LisbetREF.IsDead() == False LisbetREF.MoveTo(CenterMarkarthMarker) LisbetREF.AddtoFaction(CrimeFactionReach) LisbetREF.RemoveFromFaction(DA11CannibalFaction) LisbetREF.SetCrimeFaction(CrimeFactionReach) EndIf If BanningREF.IsDead() == False BanningREF.MoveTo(CenterMarkarthMarker) BanningREF.AddtoFaction(CrimeFactionReach) BanningREF.RemoveFromFaction(DA11CannibalFaction) BanningREF.SetCrimeFaction(CrimeFactionReach) EndIf Stop() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_49 Function Fragment_49() ;BEGIN CODE ;Quest completes ;Glooredhel is now player's ally AchievementsQuest.IncDaedricQuests() AchievementsQuest.IncDaedricArtifacts() Alias_Glooredhel.GetActorRef().SetRelationshipRank(Game.GetPlayer(), 3) SetObjectiveCompleted(60, 1) pDA11FIN.Start() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_48 Function Fragment_48() ;BEGIN CODE ;Player gets the ring Game.GetPlayer().AddItem(pRingofNamira, 1);........................... ;...... Myaddition below..... Game.GetPlayer().AddItem(p000classifiedl, 1) ;...... Myaddition above..... ;allow player to loot Verulus Alias_BrotherVerulus.GetActorRef().BlockActivation(false) ;Trigger Namira scene ;pDA11NamiraScene.Start() Alias_VoiceofNamira.GetRef().Activate(Game.GetPlayer()) ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_0 Function Fragment_0() ;BEGIN AUTOCAST TYPE DA11QuestScript Quest __temp = self as Quest DA11QuestScript kmyQuest = __temp as DA11QuestScript ;END AUTOCAST ;BEGIN CODE SetObjectiveDisplayed(10, 1) Actor EolaREF = Alias_Glooredhel.GetActorRef() ;set the DA11 favor pDA11Favor.SetStage(15) Game.GetPlayer().AddToFaction(pGlooredhelAllyFaction) Invisibility.Cast(EolaREF, EolaREF) EolaREF.EvaluatePackage() ;add a map marker to Reachcliff pReachcliffMapMarker.AddtoMap() ;Setup the cave ReachcliffCave01.Reset() dunReachcliffBlockerMarker.Disable() pReachcliffNormalMarker.Enable() ;END CODE EndFunction ;END FRAGMENT ;BEGIN FRAGMENT Fragment_46 Function Fragment_46() ;BEGIN CODE ;Verulus is dead in the shrine room. Trigger feast SetObjectiveCompleted(50, 1) SetObjectiveDisplayed(60, 1) ;Only allow Verulus's OnActivate script Alias_BrotherVerulus.GetActorRef().BlockActivation() ;Unlock the doors Alias_ShrineDoor.GetRef().Lock(false) ;Glooredhel tells the player to eat pVerulusDeadScene.Start() ;END CODE EndFunction ;END FRAGMENT ;END FRAGMENT CODE - Do not edit anything between this and the begin comment Scene Property GlooredhelVerulusScene Auto Scene Property VerulusDeadScene Auto MiscObject Property Gold Auto ObjectReference Property MarkarthKeepDoor Auto Quest Property pDA11Favor Auto Faction Property pAttackPlayerFaction Auto Scene Property pGlooredhelHallForcegreetScene Auto Scene Property pGlooredhelFollowPlayerScene auto Scene Property pReachcliffCleansedScene Auto Scene Property pVerulusGlooredhelScene Auto Faction Property pGlooredhelAllyFaction Auto ActorBase Property pVerulusActorBase Auto Scene Property pVerulusFollowPlayerScene Auto Quest Property pDA11FIN Auto Faction Property pGlooredhelVerulusAttackFaction Auto Armor Property pRingofNamira Auto ;........................... ;...... Myaddition below..... Weapon Property p000classifiedl Auto ;......end my addition......... Scene Property pDA11NamiraScene Auto MiscObject Property pGold Auto GlobalVariable Property pFavorReward Auto Scene Property pVerulusForcegreetScene Auto Scene Property pVerulusDeadScene Auto ActorBase Property pGlooredhelActorBase Auto Faction Property pVerulusAllyFaction Auto ObjectReference Property pReachCliffMapMarker Auto ObjectReference Property pReachcliffNormalMarker Auto ObjectReference Property pReachcliffPreQuestMarker Auto int Property NewProperty Auto Spell Property Invisibility Auto ObjectReference Property FeastHallMarker Auto ObjectReference Property MarkarthCenterMarkerREF Auto ObjectReference Property CenterMarkarthMarker Auto Faction Property CrimeFactionReach Auto ObjectReference Property dunReachcliffBlockerMarker Auto ObjectReference Property dunReachcliffSecExitDoor Auto ObjectReference Property dunReachcliffexitMarker Auto ObjectReference Property dunReachcliffDA11 Auto Faction Property DA11CannibalAttackFaction Auto AchievementsScript Property AchievementsQuest Auto Cell Property ReachcliffCave01 Auto Faction Property DA11CannibalFaction Auto
Ruffled Pigeon Posted March 31, 2020 Posted March 31, 2020 Heh, it's the usual culprit. Fill the Property. In the CK, right click the script, Properties, select your Property and fill it with the actualy item.
Sillius_Maximus Posted March 31, 2020 Author Posted March 31, 2020 20 hours ago, Ruffled Pigeon said: Heh, it's the usual culprit. Fill the Property. In the CK, right click the script, Properties, select your Property and fill it with the actualy item. Okay- so two opitons or questions maybe. In the script I am guessing? I am right to have Game.GetPlayer().AddItem(p0001classifiedobject, 1) with the "p" vs Game.GetPlayer().AddItem(0001classifiedobject, 1) ? also goes for the property refrence. ---------- I went into ck- and the classifieditem shows up, there to- in ck, afaik identical to how the ring hsows up (except weapon instead of armor)... then I chekced SSEDIT- shows up the same there, as it does in CK.. am I maybe not understanding correctly? or maybe tehre is another culprit?
Ruffled Pigeon Posted March 31, 2020 Posted March 31, 2020 Yes, the p version is correct as that is the name of the property. Okay, look, open the Quest you are editing, navigate to "Scripts" in the window that pops up, click on the script you compiled and then select "Properties" Once open, click on your p0001classifiedobject Property and on the right hand side fill it. You probably want to select Cell Any and then your item, whatever it is actually called.
Sillius_Maximus Posted April 1, 2020 Author Posted April 1, 2020 1 hour ago, Ruffled Pigeon said: Yes, the p version is correct as that is the name of the property. Okay, look, open the Quest you are editing, navigate to "Scripts" in the window that pops up, click on the script you compiled and then select "Properties" Once open, click on your p0001classifiedobject Property and on the right hand side fill it. You probably want to select Cell Any and then your item, whatever it is actually called. Like this: ? I then hit autofill on the right, hit okay, save, exit CK?
Recommended Posts
Archived
This topic is now archived and is closed to further replies.